Hi guys, I’m Paulo Ítalo, Art Director of Heavy Metal Machines, and I will talk about the creation of the Halloween items for the 2019 Metallophobia event. To start the creative work, we inspired ourselves in monsters of horror movies, who are really present in the Halloween period, and the community suggestions. We had an […]
Kategoria: Dev Blog
DEV BLOG #16 – Why and How we Developed a New Training Mode
Hi everybody, I’m João “Ousado”, Game Designer of Heavy Metal Machines and a few weeks ago we released the new Training Mode into the game, which brought a new way for beginner players to practice their skills in matches against bots and with specific modifiers to facilitate their learning and understanding of the game, without […]
Blog Deweloperów #12 – Proces Odświeżania Misji Metal Pass
Co tam, Metalowi Gladiatorzy? Mam na imię Lucas Pitcher, i jestem Designerem Gry w zespole Hoplon, a dzisiaj prezentuję Wam proces odświeżania misji Metal Pass. Zaczynajmy! W Heavy Metal Machines, misje to główna ścieżka postępu i otrzymywania nagród. W tych misjach, gracze wykonują cele by otrzymać punkty doświadczenia (jakże dobrze znane jako XP), […]
Blog Deweloperów #11 – Zaplecze Aktualizacji Hierarchii Wizualizacji
Cześć Metalowi Gladiatorzy! Jak leci? Przy mikrofonie Felipe Martini i jestem Artystą 2D u Hoplon. Moim zadaniem w Dziale Sztuki jest tworzenie rozwiązań wizualnych, poprawiając i starając się zrozumieć zainteresowania naszych graczy. Jak wiesz, Heavy Metal Machines to gra z widokiem z góry z szalonymi wozami wypchanymi umiejętnościami, a to wszystko zapewnia szybkie tempo […]
Programming the Metal League’s Interface.
Who’s writing to you here is Will, Gameplay Programmer focused on UX/UI (a.k.a Front-End). My objective is to give life to the creation/vision of UX/UI artists, and with the Metal League it wasn’t different. The experience with the Metal Pass was very significant to keep the separate screen model in scenes. Previously, each new screen […]
Dev Blog #9 – Creating an intuitive User Interface
Hi, Metal Gladiators! How are you all doing? I hope you’re good 🙂 This is Camii Bathory, UI/UX Lead Artist, and I am here to tell you what’s behind the User Interface of Heavy Metal Machines. The game has had many changes throughout the development process and it had a direct impact on the […]
Dev Blog #8 – How we brought Stargazer from Space
Howdy, Metal Gladiators! Have you missed me? I am back. Today I will share with you the story behind the creation of one of the most challenging characters we ever made: Stargazer. You wanted to know about her, I wanted to tell you, so now sit tight and enjoy the flight! This time, the […]
Devblog #7 – Into the abyssal ideas of the Season 2
Hello, Metal Gladiators! It’s been a week since the Into the Abyss season is out there on the streets and we know that you are loving it! Why? Because you all have been writing very positive Steam reviews! Ah, there are those Discord-engaged pilots who tell us everything over there — and this is very […]
Dev Blog #6: The legacy of Temple of Sacrifice
Hello, Metal Gladiators! How are y’all feeling today? I hope everything is well over there! Let’s talk a bit about the improvements on the Temple of Sacrifice? It was a task force that really counted with the support of this amazingly-engaged community (a.k.a you)! Before the technicals aspects, let’s think about legacy. This is one […]
Dev Blog #5: How we made the Effects for the Metal Pass
Hi guys! Between so many new items available in the Metal Pass, the Effects are certainly my favorites (after the Nordic models). How about yours? It is also something that brings respect to the match! Like when you score and a giant sword comes down from the heavens into the arena! I even had to […]